So I believe real life luck is the key. Again, a failure PRE-DOOM system. Only those who lucky enough in real life could get replica. While those who hunt 1000 spawns and 0 real life luck can rot in H3LL.

Stratics Veteran

Before yesterday, I would have said that luck plays a factor, since I distribute my spawns evenly between archer (400 luck), necromage (no luck), weaver mage (~200 luck) and tamer (800 luck) and all my drops before yesterday happened on my tamer.

Yesterday, I got an absurd amount of drops on my necromage including both SoTs and deco items.

Which makes one thing consistent. My drops have always come from killing the most enemies. Then again, I nearly always kill the most enemies, since only a few people who play on my schedule will START a spawn (yet nearly everyone will finish it). So that isn't really a factor in my calculations either.

I've got the impression the champ drop system suffers from about the same rng faults as all rng based systems in uo do, and that is streakyness. Means once you get something (gain, drop... whatever) it is very likey you'll get more of that in the next rounds. So for me the drop pattern seems to be like... nothing, nothing, nothing... drop, drop, drop.... Not unusual that there are nil drops for 4 or 5 spawns, and then 3 in a row in the next one. So nothing new with this system.

What I do is, go for it for a while, if I don't get drops relatively quick, I quit, if I do I'll stay with it. This basically maxes out the relation between time invested and drop rate. So far this worked out quite good for me, I really can't complain.

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My drops have always come from killing the most enemies. Then again, I nearly always kill the most enemies, since only a few people who play on my schedule will START a spawn (yet nearly everyone will finish it). ...

Click to expand...

Maybe it's a coincidence, but my experience and reports from alliance friends...

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